Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Escape Factory · iOS
Explore the ad evidence, study the storefront, and build your next acquisition hypothesis.
01 / Creative research
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Explore apps with direct store-link matches. Compare their hooks and formats without assuming the same approach works here.
Browse observed advertisers ↗Store rankings and revenue estimates describe market context. They do not establish ad spend, conversions or ROAS.
Review the market context ↗02 / Storefront & product
Study the product story and store experience behind the acquisition funnel.
03 / Market context
Keep revenue, downloads and store rankings separate from advertising performance.
Fun game so far with some playability issues. Throughout the game there are clues and objects to collect. Objects are sometimes so hidden in the appearance of a scene and repeated area clicking does not always reveal them. I clicked on an certain area at least 5 times before a tool (lets call it a wrench) appeared. Related, objects dont seem to always find their home or purpose very easily, even when you "know" where they belong. Example: I tried using a key card on a specific door at least four times before it worked. More troubling are written diagram clues which when you use the "magnifying glass" to view them are still so incredibly small on a mobile device (iphone 11) that they are nearly impossible to read. Idea is interesting, the art and puzzles are fun. The game design and coding, testing behind the game could be better.
It’s not a bad game. The atmosphere is great. I like the art style. I like that the items are difficult to find; it’s supposed to be a challenge. The only thing I don’t like about this game is that it’s too difficult to know what you can interact with. I missed items because they were hidden behind things that I didn’t know could be moved because they looked too much like their surroundings. I got stuck because of a switch that looked too much like its surroundings. Anytime I had a problem was because the items/puzzle elements looked too much like their surroundings. I’m not saying that things need to sparkle when you can interact with them (I find that unrealistic and annoying), but some kind of indication would make this a better experience. Maybe a slightly heavier outline or slightly brighter color? Something subtle to keep with the game’s aesthetic, but something that can set interactables apart from the background.
Noting others comments that items are hard to find, yep, they are. Did you want it to be easier? Another comment mentions going back and forth as you find clues, pick up items. Again, would you prefer that everything and all clues were in the same room? As far as the guy who says haiku games are better, I also disagree, those haiku games are not layered like this one, they auto-populate clues in a notebook, most of the tasks are linear, and the puzzles aren’t integrated into the game like this one... there are simply puzzles for the sake of a puzzle. As well, the graphics are on the cheesy side. I would rate this game similar to Glitch Games work... deep, layered, hard, puzzles are clever and fit well into gameplay with well done art. My only issue is that the game occasionally freezes on my iPhone X. Great game!
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